断ち切るしかないんだろ 注いだ冬は心のラビリンス 後戻りなんて出来ないから やりきるしかないんだろ 黒い気持ちと手を繋いだって構わない 抱きしめたっていいhI have to break free This pouring winter is my heart's labyrinth I can't go back anymore, so I have to finish this I don't care if you took my hand with dark motives I want you to hold me close
STAGE TWO — CLEARED! •Welcome to the labyrinth! Characters have been divided into groups, and cannot communicate with anyone outside of their group. Phones don’t seem to be working, and no sound outside of the room or hallway they’re in can be heard. Groups cannot be changed as they were decided long ago (by your dice rolls!). •Exploration of the labyrinth is divided into “rounds”, based on the averages of the d8s rolled by each character within a group. Once the number of rounds have been met, characters have successfully navigated the labyrinth and can move on to the Stage Three Waiting Room until both groups are finished. •A “round” equates to at least three comments from the group in between GM comments. Rounds only count once another GM comment has been relayed (in the case of characters having a rapid back and forth or side conversation unrelated to the exploration of the labyrinth). Rounds will be marked in the subject of the GM comment. •There will be traps within the dungeon. Trap severity has been determined individually, based on your first d20 roll in your sign up. A roll of 18 or above means your character managed to scrape through uninjured. Anything below that means your character was injured, with lower numbers equaling higher damage, though no injury at this stage will be above a moderate injury. Characters who rolled below a 5 will need assistance in order to make it past the trap. There is no bonus reward or penalty for rolling a 20 or 1. I'll let you know what the trap is when you get there. • There may also be combat! Again, this will be announced in a GM comment and combat mechanics will be added here. •People who join in after the start of this phase can choose to either join a pre-existing party, skip the maze, or go through it following their own path…!
STAGE THREE • Welcome to the Black or White 20XX stage! BorW is an annual competition to see who is the fan favorite of the year. Winners of JIMA get an entry ticket to compete as newcomers—which means you! • The performance will require just one thing—a d20 roll. The roll will be how your individual performance within the group went, and the cumulative of everyone's rolls will indicate a pass/fail. Characters with professional performance experience may roll with advantage. • The total to meet for a pass is 80. • Refusal to participate will result in a failure for that individual.
COMBAT •Hits on 11+, nat 20s do critical damage, nat 1s mean the action is wasted (and if you want it to be silly or devolve into friendly fire, feel free!) •Friendly actions will take place at the end of the round, taking effect at the start of the next. Friendly actions include buffs to allies, healing, cleanses, and debuffs to enemies. These do not require a roll. •AoE abilities can target up to four entities, including physical objects if you’re trying to damage terrain or something. For damaging abilities that means four enemies can be targeted, while friendly abilities always include the caster, meaning they and three others can be targeted. When rolling AoE attacks, please roll a number of dice equaling how many you are targeting as opposed to one overall roll. •Actions must be bolded, and there can be one per turn. Attacks and friendly actions count as a full action, but talking, exploring or investigating the environment, or using an item do not count as a full action and can be paired with a full action for your turn. •WHEN CAPTIVATE IS UP: Roll a d2. Rolling a 1 means you can act as you please. Rolling a 2 means you're limited to DPS options. Captivate lasts for one round, and will need a performance roll of 18+ from Haruka to be active again.
MECHANICS
•Welcome to the labyrinth! Characters have been divided into groups, and cannot communicate with anyone outside of their group. Phones don’t seem to be working, and no sound outside of the room or hallway they’re in can be heard. Groups cannot be changed as they were decided long ago (by your dice rolls!).•Exploration of the labyrinth is divided into “rounds”, based on the averages of the d8s rolled by each character within a group. Once the number of rounds have been met, characters have successfully navigated the labyrinth and can move on to the Stage Three Waiting Room until both groups are finished.
•A “round” equates to at least three comments from the group in between GM comments. Rounds only count once another GM comment has been relayed (in the case of characters having a rapid back and forth or side conversation unrelated to the exploration of the labyrinth). Rounds will be marked in the subject of the GM comment.
•There will be traps within the dungeon. Trap severity has been determined individually, based on your first d20 roll in your sign up. A roll of 18 or above means your character managed to scrape through uninjured. Anything below that means your character was injured, with lower numbers equaling higher damage, though no injury at this stage will be above a moderate injury. Characters who rolled below a 5 will need assistance in order to make it past the trap. There is no bonus reward or penalty for rolling a 20 or 1. I'll let you know what the trap is when you get there.
• There may also be combat! Again, this will be announced in a GM comment and combat mechanics will be added here.
•People who join in after the start of this phase can choose to either join a pre-existing party, skip the maze, or go through it following their own path…!
STAGE THREE
• Welcome to the Black or White 20XX stage! BorW is an annual competition to see who is the fan favorite of the year. Winners of JIMA get an entry ticket to compete as newcomers—which means you!
• The performance will require just one thing—a d20 roll. The roll will be how your individual performance within the group went, and the cumulative of everyone's rolls will indicate a pass/fail. Characters with professional performance experience may roll with advantage.
• The total to meet for a pass is 80.
• Refusal to participate will result in a failure for that individual.
COMBAT
•Hits on 11+, nat 20s do critical damage, nat 1s mean the action is wasted (and if you want it to be silly or devolve into friendly fire, feel free!)
•Friendly actions will take place at the end of the round, taking effect at the start of the next. Friendly actions include buffs to allies, healing, cleanses, and debuffs to enemies. These do not require a roll.
•AoE abilities can target up to four entities, including physical objects if you’re trying to damage terrain or something. For damaging abilities that means four enemies can be targeted, while friendly abilities always include the caster, meaning they and three others can be targeted. When rolling AoE attacks, please roll a number of dice equaling how many you are targeting as opposed to one overall roll.
•Actions must be bolded, and there can be one per turn. Attacks and friendly actions count as a full action, but talking, exploring or investigating the environment, or using an item do not count as a full action and can be paired with a full action for your turn.
•WHEN CAPTIVATE IS UP: Roll a d2. Rolling a 1 means you can act as you please. Rolling a 2 means you're limited to DPS options. Captivate lasts for one round, and will need a performance roll of 18+ from Haruka to be active again.